2023 was a tumultuous year for Mountaincore - we were made to keep the community in the dark by a publisher which ultimately backed out, scrambled to release the game according to the plan that had been put in place, and ultimately it suffered as a commercial failure. The Mountaincore launch was way below what was required to keep even a single dev employed working on the game, so eventually all staff were laid off and it was forced to revert to being a free-time hobby project. This hasn't really worked out and the game hasn't seen any updates since that launch period, and I deeply apologise for that. In addition, the company (Rocket Jump Technology) has had to be declared insolvent as the small amount of revenue from Mountaincore was not enough to cover even the small debts the company owed (themselves just a tiny fraction of the publisher-funded development budget). This means that Rocket Jump Technology is no more, and with it, there's very little chance of Mountaincore continuing to receive focused development. That said, it is not entirely bad news. While the legal ownership of Mountaincore itself is still unclear due to the significant investment by the publisher, Rocket Jump Technology still owned all the rights to its preceding form, King under the Mountain, and this has now been made freely available as an (MIT-licensed) open-source project at https://github.com/rossturner/king-under-the-mountain The MIT license is extremely permissive, essentially allowing you to do whatever you like with the contents, including using it for commercial purposes. The hope is that perhaps people will choose to continue developing the game as a community project, or failing that perhaps it will be useful to other developers (aspiring or not) to build something out of into another game. Again I can only apologise for ending up in this situation, I didn't want this to happen as much as any of you. I've been working on King under the Mountain and Mountaincore since 2015, making it the most significant project I'll probably ever get to work on. Generally the community and response has been absolutely fantastic and I couldn't have hoped for that. Hopefully this isn't the end of Mountaincore entirely, but I don't foresee any updates in the near future, so it was important to set this expectation. Maybe I'll see you in the king-under-the-moutain github repo!
[ 2024-01-12 13:17:57 CET ] [ Original post ]
- King under the Mountain Linux [712.99 M]
The game is based around these central pillars:
- A simulated world – The game world is built on a series of interlocking systems which combine together to simulate a living, breathing world. As night changes to day, trees and plants will grow (or not) based on sunlight and rainfall. The local environment and changing seasons have effects on the native flora and fauna. Your settlers and other characters have their own personal social and physical needs that you’ll have to fulfil to keep them happy (or at least stop them from breaking and going insane!)
- Procedural generation – Every map is randomly generated from an initial seed (a large number) so that no two maps will ever be the same – unless you choose to use the same seed! The art assets for the game have been created in such a way that they can be drawn by the game engine for near limitless variation in colour – so every tree, plant and character will have their own unique combination of colours and appearance.
- Peaceful expansion – It’s an important design goal that it’s possible to play the entire game without getting into armed conflict with other factions (if you choose to). Although weapons and combat can be significant parts of gameplay, we wanted to make sure you can peacefully build up a fully-functioning town to have the satisfaction of sitting back and watching your settlers go about their business in an “art farm” style of play.
- Multiple ways to play – As well as different ways to build and grow your settlement (do you focus on mining? farming? crafting? buying and selling goods?), in King under the Mountain you can play as several different races and factions each with their own unique gameplay elements. You could build a dwarven fortress dug deep into the side of a mountain, a town of humans at an important river crossing, or a tribe of orcs hunting and raiding others. More than just different races to play as, we want to introduce completely new play styles as unusual factions – perhaps a lone wizard building their secret lair with golems they have constructed, an evil necromancer raising an army of the dead, a dragon amassing a hoard of gold in a giant cave system, or even an invasion of demons attacking the material world.
- Player-driven content – Have you ever spent hours in a creative game building something, only for it to sit hidden away on your computer? In King under the Mountain, players can opt-in to automatically upload their settlements for other players to visit. This drives the basis of the adventure mode – you put together a party of champions from your settlement’s population, and go off on an adventure to explore another player’s creation. This mode will involve turn-based tactical combat as you explore and battle through another player’s fortress, claiming rare resources that may be difficult or impossible to acquire otherwise. It’s important to note that nothing will be lost by either player in this encounter – you don’t actually “attack” the other player, only a copy of their settlement, and there are benefits to be gained by both parties.
- Mod friendly engine – Another big design goal is that everything you see or read in the game (and the variables behind them) are fully open to modification. In fact, the base game is built as an engine with one base mod applied to it (which modders can look at to see how things work).
- Processor: Intel Core2 Duo 2.4Ghz or HigherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 3000
- Storage: 500 MB available space
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